using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;

namespace GalaxyDefenderChaos
{
    class Util
    {
        //void DrawDebugInfo()
        //{
        //    SpriteFont spriteFont = Content.Load<SpriteFont>("hudFont");
        //    spriteBatch.Begin();

        //    //spriteBatch.DrawString(spriteFont, (X + " " + Y + " " + TouchIndex), new Vector2(50, 50), Color.Red);

        //    spriteBatch.End();
        //}

        //void DrawCoordinate(GraphicsDevice graphicsDevice, Camera camera)
        //{
        //    // Initialize the vertex data
        //    VertexPositionColor[] pointList = new VertexPositionColor[6];
        //    // Define the vertex data of axis X
        //    pointList[0] = new VertexPositionColor(new Vector3(0, 0, 0),
        //    Color.Red);
        //    pointList[1] = new VertexPositionColor(new Vector3(50, 0, 0),
        //    Color.Red);
        //    // Define the vertex data of axis Y
        //    pointList[2] = new VertexPositionColor(new Vector3(0, 0, 0),
        //    Color.White);
        //    pointList[3] = new VertexPositionColor(new Vector3(0, 50, 0),
        //    Color.White);
        //    // Define the vertex data of axis Z
        //    pointList[4] = new VertexPositionColor(new Vector3(0, 0, 0),
        //    Color.Blue);
        //    pointList[5] = new VertexPositionColor(new Vector3(0, 0, 50),
        //    Color.Blue);

        //    //Draw
        //    BasicEffect effect = new BasicEffect(graphicsDevice);
        //    effect.View = camera.View;
        //    effect.Projection = camera.Projection;
        //    effect.World = Matrix.Identity;
        //    effect.VertexColorEnabled = true;
        //    // Draw the axes on screen, iterate the pass in Basic Effect
        //    foreach (EffectPass pass in effect.CurrentTechnique.Passes)
        //    {
        //        // Begin Drawing
        //        pass.Apply();
        //        // Set the vertex buffer to graphic device
        //        // Draw the axes with LineList Type
        //        graphicsDevice.DrawUserPrimitives<VertexPositionColor>(
        //        PrimitiveType.LineList, pointList, 0, 3);
        //    }
        //}
    }
}
